Failure and replayability

…The do-over in board games or card games and the replay button in video games is…an important element that is often overlooked in learning situations.…In gamification in games, try again is not a bad thing.…In many educational and learning situations, it's framed as a bad thing.…The replay button or do-over gives the player permission to fail.…And in games, failure is an option and as a good one.…Allowing a player to fail with minimal consequences, encourages exploration,…curiosity and discovery based learning.…

Knowing that you can always restart the game provides a sense of freedom.…And players take advantage of that freedom,…by placing their character into danger to see what will happen.…By using a tactic like running out into the open to learn where…the enemies are hiding or even spending too much on one resource and…not enough on another to determine the consequences.…Games provide the opportunity to explore a set of rules.…To test hypotheses and…to remember which approaches were successful and which ones failed.…

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10/9/2014

Gamification is an underutilized element in instructional design, but it's crucial to engaging today's learners and enabling content mastery. In this course, professor, instructional game designer, and author Karl Kapp lays the foundations of the theory, provides examples of gamification in three real-world learning scenarios, and breaks down the dynamics of gamification (aka what makes games fun!): escape, collection, discovery, pattern recognition, and other risk/reward activities. Plus, learn to put the different elements of gamification—from setting goals to providing multidimensional feedback and leveling up—to work for your classroom. If you don't have experience gaming, don't worry. Professor Kapp focuses on gamification as a design sensibility, making the principles clear to gamers and nongamers alike.